[center][b][u][h1]The Intro & What To Expect[/h1][/u][/b][/center] [hider=Current state of the world] [b][u][url=https://www.roleplayerguild.com/topics/173542-kings-killers-a-classic-fantasy-adventure-chapter-0-completed/ooc?page=8#post-4757196]Chapter 0:[/url][/u][/b] Therian III, The former ruler of Alvion has been assasinated, the city is in panic as they search for his killer: Ser Cicero Bladewalker and his accomplice, an elven wizard from Ispar by the name of Gwyneira Elfreda. They were last seen falling into a watery abyss outside Alvion but the council spares nothing to chance, word is sent out and the whole land will soon know. The winds of war drift ever closer as former and new enemies of Alvion stir from the shadows, guided by an unseen hand... [hr] [b]What this very next Chapter will be about:[/b] As the duo (survivng characters from the previous chapter) wash ashore unfamiliar land, their next steps are uncertain. In their lost wayfaring as they try to meander the roads of their new circumstances as refugees from the law... [b]What does it mean for new players:[/b] As we introduce new players aka LOTR style, we likely tie their stories into the active plot and with it - world building. [b]Who will be storytelling this chapter:[/b] My current co-host, he/she will be helping writing out the environment which our characters play in, while focusing on the other characters and not his/her own, as this roleplay takes a turn-based approach to who is the storyteller by giving eplayers a chance to narrate every new chapter. Then tieing things as neccessary into the plot. I will step in when neccessary, rest assured. [/hider] [center]The meat and potatoes to any good RP is dedicated players, interesting characters and an active plot. this shouldn't be hard to achieve at all. So I propose to keep things nice and simple (at least to start with). First, clear choices in a 'Choose your own adventure' style will be given at the end of most of the narrator's posts. You will still have a free agency within the posts to act and say whatever you wish, but to keep the story focused I will employ this technique. Second, there wont be any long waiting period to start or prologues to pour over. You will have a world, and a starting location and you will figure out the world and the plot from the IC as you play it. Choices and survival will be difficult and combat will challenge you as a character and a player. Third, we only need two players to get started, the rest will join the party 'fellowship style' as the story advances. The writing level will be low-advanced. Let's have some fun! [center][url=https://www.youtube.com/watch?v=yeOYg1v4nUk][img]https://i.pinimg.com/originals/32/7b/83/327b83816b870f65276b829daa8f73cd.jpg[/img][/url] [color=7ea7d8][i](Click the image for theme music)[/i][/color][/center] [/center] [center][color=aba000][b][u][h2]The Fantasy World of Terraixa[/h2][/u][/b][/color] A traditional sword, sorcery and savior setting where I base all my high fantasy stories and characters. [hider=The 4 Provinces Of Terraxia] [hider=Alvion] [b][i]Welcome to the lands of Alvion, the 1st of the main provinces, you can find this area of land in the north east part of the world. The Alvion Kingdom is a living example of a fairy tale royal city. The Country has mainly forrests and plains and the neighboring towns monstly deal in horses and tools. The very mixed community are moderately intergrated with each other. Although elves prefer to live in forest towns and the majority of dwarves live underground. Halflings seem to live quite closely with humans, and even the demon folk are generally left to their own business. [/i][/b] [u]Chapter 0:[/u] Therian III, The former ruler of Alvion has been assasinated, the city is in panic as they search for his killer: Ser Cicero Bladewalker and his accomplice, an elven wizard from Ispar by the name of Gwyneira Elfreda. They were last seen falling into a watery abyss outside Alvion but the council spares nothing to chance, word is sent out and the whole land will soon know. The winds of war drift ever closer as former and new enemies of Alvion stir from the shadows, guided by an unseen hand...Population: 50% Humans 20% Elves 10% Dwarves 10% Halflings 5% Demonfolk, 5% Other [img]http://cdn.playbuzz.com/cdn/410f466f-5eee-407e-869e-c25e43ce68b3/dc8c9763-0d59-42fc-8fa5-526f675db89e.jpg[/img] [/hider] [hider=Roh] [b][i]To the south of Alvion the landmass is connected to a harsh desert area known as the domain of Roh, the sun has scorched most of the land into endless miles of desert and savannah the Royal City of Roh is run by the beautiful council, a group of 6 beautiful women said to be over 1000 years old but never age. The Country has very few natural resources so makes most of its income through trading exotic spices, cusines,tourism and assasins. Human's make up the vast majority of the land and there are some tensions between those and the Demonfolk who are known to be murderers and thieves, the other small pockets of races keep to themselves and dont have established communities. [/i][/b] Population: 70% Humans, 5% Dwarves, 20% Demonfolk, 3% Elves, 2% Other [img]http://fc05.deviantart.net/fs71/i/2012/175/6/6/city_in_the_desert_by_rhynn-d54q06a.png[/img] [/hider] [hider=Ispar] [i][b]Across The Grand Ocean Past the Bishop and Knight Isles in the North East is the ice capped region of Ispar. This nation takes pride in it's highly developed democracy, technology and education, the people of this nation are also very studious and well versed in magic, which contrast to the large burly Dwarves and Human lumberjacks who harvest the Frostwood, some of the finest timber to survive in such a cold country. The reigon is home to many mountains, ice caves, and frozen rivers, the main city of Ispar is controlled by the Greater Ispar Government. The diverse racial makeup of land is very well integrated and all beings live together in the advanced cities. [/b][/i] Population 30% Dwarves, 30% Human, 35% Elves, 5% Other [img]http://regularlyscheduledprogramming.com/wp-content/uploads/2014/02/arendelle.jpg[/img] [/hider] [hider=Naveroth] Population: Humans 75%, Elves 15%, Demonfolk 9%, 1% other [b][i]Finally in the south west of the world you will find the Gothic Empire of Naveroth, a very ancient and secluded nation made up of swamps, and very urban towns with stone pavements. The Naveroth main city, is home to the Empress and very little is known about her beyond her solitude, independence and authority over her people. The few large business chains in the land specialise in weapons and the notorious bio-pit is home to some of the most dangerous creatures who are thought to be bred and mutated by Naveroth's highly developed but unethical science community. The City's are almost all Human and the Elves have been driven out to live in small towns in the middle of the swamps. Segregation and Racism is a huge issue here. [/i][/b] [img]http://3.bp.blogspot.com/-RdKGhHENyRc/UM_o-OEwYMI/AAAAAAAAALo/3bDEYMHkLls/s1600/gothic_architecture_by_jacklovesallys-d3kxjiu.jpg[/img] [/hider] [hider=Costa (other)] [i][b]The Costa Islands are dotted around the south cost of Roh, where the weather is more tropical than desert-like, although technically owned by the Roh council the Costa is generally seen as 'free islands' where most of the tourists come to relax and Inns and markets flourish at this beautiful resort land. There is no real ruler but the very rich Halfling produce merchants have a lot of control of what goes on and generally keep order.[/b][/i] Population: Always changing but the main inhabitants are currently humans and halflings. [img]https://orig00.deviantart.net/c229/f/2013/122/4/1/tropical_waterworld_by_joshuanel-d63tf2t.png[/img] [/hider] [hider=Bishop and Knight Isles(other)] Population: No offical demographics, but home to many demonfolk. [b][i]These very small islands in the centre of the map fall under two different controllers, the Knight Islands Port towns are run by pirates and organised criminals from around the world, and the Bishop Isles are run by insane cults and mystics. The Islands are generally considered dangerous places to be and the 4 kingdoms have largely turned a blind eye to the dealings of the two communities mainly because they are contained in centre of the world map where they are surrouned and generally inactive globally. The Pirates sell stolen goods and train deadly mercenaries while, the mystics of bishop will sometimes part with their ancient artifacts for the right price. Tensions are obviously very high and the communities are unstable at best.[/i][/b] [img]http://media.wizards.com/images/magic/daily/stf/stf165_nephalia3.jpg[/img] [/hider] [/hider][/center] [center] [hider=Races & Places] [h3]Races & Variants[/h3] [b]Humans:[/b] The sons and daughters of the ancient 'gatherers' have established themselves in this world as a fascinating and diverse people. Over the last 500 years or so, they have become the most populous race on terraxia by a small margin. They also have more religions than any other race, which has lead to isolation and tribalism in some cases. Known as the most effective politicians. [b]Elves:[/b] Also known as 'Province Elves' to describe the basic and non variant versions of elves. These usually are seen in cities living alongside humans and city dwarves in relative peace. Because of lack of exposure to magic and natural energies, they have a shorter lifespan than wood elves and dark elves but are somewhat hardier too. Agile and quick witted, they make excellent hunters. Thier variants are Dark Elves and Wood Elves. [b]Dwarves:[/b] Known as 'City Dwarves' to describe the folk who live among other races in large cities. They are few in number but have very established cultures and traditions. Also living shorter lives than their other variants, but enjoy a less rigid lifestyle and are amazing merchants and builders. Their Variants are Chaos Dwarves and Mountain Dwarves. [b]Demonfolk:[/b] are essentially low powered demons who roam the mortal world, their demon blood is heavily diluted with human and dark elven blood but they have demonic markers such as scaly skin or red/yellow eyes. Sometimes tails or horns too. They are said to all be the descendent of one demon family who escaped from the underworld , others claim they are just mutant dark elves whose radical appearance can be explained with inbreeding. [h3]Places Of Interest[/h3] (WIP) [/hider] [/center] [center] [b][u]Character Sheet[/u][/b] [b]Name:[/b] (Full Please) [b]Age:[/b] 15-70 [b]Height:[/b] [b]Weight:[/b] [b]Class:[/b] (knight, wizard, thief. assasin, beserker, etc) [b]Race:[/b](Dwarf, Human, Elf, Halfling,) [b]Weapons & Equipment:[/b] (details but fairly brief) [b]Skills and Abilities:[/b] (expertise, techniques, and magic go here) [b]Bio:[/b] (must be AT LEAST on paragraph long, please use the small amount of lore that I have provided in the lands and intro to help shape your background and backstory)[/center] [center][u][h3]Combat[/h3][/u][/center] [center][img]https://img00.deviantart.net/704b/i/2013/016/3/c/swords_storm_by_charro_art-d5rnxyw.jpg[/img][/center] [center]Combat follows the Arena-style method of engagement. You declare attacks but you cannot auto hit. You can attempt to dodge/block/defend but the circumstances of the attempt must be reasonable or your action will be overruled by the GMs (If you get shot at by a hail of arrows, don't attempt to Neo-dodge the projectiles or you will just get torn up). However where this differs from Arena is that all of your encounters will be PvE (unless you and your team want to have a scuffle). So while you cant auto hit us (the GMs) we can Auto-hit you if we feel necessary. We also calculate how much damage you suffer and and how much inflict. Instances where you [b]can[/b] auto-hit the enemy is against 'horde' type enemies like mindless zombies ,low level bandits/gangsters or stationary defense towers if they are part of a siege. Please note YOU CAN DIE in this game, this is part survival and although GMs wont kill you for something minor 'like oops you stepped into a pit'. We will announce deaths if we feel you fail a combat encounter bad enough to warrant death being necessary. If you die your character will not come back, but you as the player will be given a grace period we you can 're-join' the waiting line with another reserve character later in the story. So write well, think logically and you will most likely live to see another page of IC posts.[/center] [center][h3]Magic[/h3] Magic is not a cure all for everything. In fact, a common principle to Magic is that it takes as much effort to do something by spell than to do it via conventional methods. Such as a wizard tilling the earth with a geokinetic spell, will tire as much (if not more) than someone who dragged a rake across the field by hand. Especially if he took less time than usual. Maintaining fire will burn your own reserves and that could lead to fatal exhaustion, which is why spellcasters and magicians are usually smart about it. A witch would rather start a fire on something that can burn by itself than maintain a fire in her hands unless truly neccessary. Magic of someone's own, is bore entirely by themselves, body and all. Which is why magicians of all sorts are constantly trying to find new ways to improve their existing spells or new ones. Individual spells are like skills, not just an incantation or a simple ritual. Learning to throw a fire orb takes as much effort as learning how to be an archer, learning how to create fire in the first place; is like learning how to craft a proper bow and arrow set from scratch. It often takes more than just effort too, many Magicians will carry materials to help them. Every spell is a skill, every act of Spellcasting tests how good the Magician is at said skill. Like how someone may not learn a brand new skill overnight, they may not learn brand new spell overnight. Keep this in mind when creating your characters. Magic does not happen by 'magic'. Magic has a cost, Spells are a specific skill. Practice makes perfect, and Knowledge takes time. [/center]